Monk
Base Class: Monk

Once three separate styles: Cheetah, Bear, and Serpent brought together in one style as the means to reach even higher potential. Use Cheetah stance to out speed adversaries and overwhelm them with attacks. Use Bear stance to use everything around you including  your enemies as weapons. Use Serpent stance to grapple opponents into submission or leave openings for others to take advantage of.

Each stance has a constant power that lingers as you remain in that stance, they also have a power that activates as you swap into the stance for during that turn. 

Eventually be so well versed in the stances that your body can react to situations and switch before your mind can hesitate.

Then reach a point where you can use the hidden attacks of each stance in the heat of combat. 

Stance Change

Starting when you choose this tradition at 3rd level, you gain access to three different stances usable only in combat: Speed, power and Submission. When you roll for initiative, declare what stance you will begin combat in to gain its benefits. In combat, switching stances requires a bonus action.

Improved Momentum

At this level when you drop an enemy to 0 hit points using a heat move you also regain 2 ki points

 Your Stance Swap power is now added to the effects of your constant power. Meaning constant disadvantage on attacks against you in Speed Stance, Constant advantage on strength related abilities in power stance, Now with no attacks of opportunity in Submission stance.

Mastery of Forms

You gain an additional bonus action each round, usable only to swap stances. You cannot use both your regular bonus action and this additional bonus action to swap stances twice in one round.

Cheetah Stance

Cheetah Stance Swap Bonus: This round, enemy attacks against you have disadvantage.

Cheetah Stance Constant Power: While in Speed Stance, treat your base movement speed as if it were 5ft higher. This stacks with the Monk’s Fast Movement ability.

Cheetah Stance Special Ability: When you perform a Flurry of Blows, make one additional unarmed st

Bear Stance

Bear Stance Swap Bonus: This round, you gain advantage on Strength checks and Strength saving throws, and attacks with improvised weapons deal an additional 2 damage.

Bear Stance Constant Power: While in Bear Stance, you can treat improvised weapons as monk weapons that you are proficient in, and can pick up unattended small or medium-sized objects (think cups, chairs, etc;) around you as part of the attack action (including flurry of blows). These objects can be thrown and have a range of 30/60ft.

Bear Stance Special Ability: While in Patient Defense, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Serpent Stance

Serpent Stance Swap Bonus: This round, once you swap you are able to attempt a grapple on an enemy of your choosing within 5ft

Serpent Stance Constant Power: While in Submission Stance, you can choose to use either Athletics or Acrobatics for opposed checks intended to grapple (either beginning or maintaining). Also, when grappling an enemy you may choose to pin them to the ground. Forcing you and your target to go into the prone position if they fail an athletics check.

Serpent Stance Special Ability: When using Step of the Wind, if you end your movement next to an enemy, you can attempt an Athletics or Acrobatics check as part of the movement to knock the enemy prone. If you end your movement next to multiple enemies, you may only perform this ability against one of them. You may instead choose to spend a ki point to perform this ability against an additional target, and may do so multiple times if you are surrounded by multiple enemies.

Fast Swap

Muscle memory sometimes allows you to react to situations faster than your brain can process them.

If you are about to take damage and are currently not in Bear Stance, you may spend 1 ki point and use your reaction to swap into Bear Stance, using its special ability immediately to halve the damage. If an enemy misses you with an attack and you are currently not in Cheetah Stance, you may spend 1 ki point and use your reaction to swap into Cheetah Stance, using its special ability immediately to counterattack with bonus precision damage. If an enemy fails at an attempt to grapple you when you are not currently in Serpent Stance, you may spend 1 ki point to use your reaction to swap into Serpent Stance, using its special ability immediately to attempt to grapple them instead, tightening the grip and dealing damage on a success.

The uses of these abilities count as being used for the stance you enter, and you do not gain the benefits of swapping into a new stance when using this ability.

Cheetah Stance

Constant Power: Whenever an enemy you can see misses you with an attack, you can move 5ft as a free action that does not provoke attacks of opportunity. This counts as part of your regular movement speed for the round, and therefore if you ended your turn with no movement remaining, you cannot take this action. In addition, when using Step of the Wind, enemies no longer block your path, as you jump over them, slide under them, spin around them, or otherwise avoid them. This movement still provokes attacks of opportunity as normal.

Special Power: Cross Counter: When an enemy you can see misses you with an attack, as a reaction (and before your movement from the constant power if you choose to use it) you can make a single unarmed strike against them in retaliation. This attack deals an additional 1d6 Precision Damage if it hits. Every two levels after 6, this precision damage increases by an additional 1d6, to a maximum of 6d6. This extra damage is doubled on a critical hit.

Bear Stance

Constant Power: While in Bear Stance, if you hit with at least two of your Flurry of Blows attacks, the shockwave of the impact shakes the opponent to their core, and you deal an additional amount of damage equal to your strength modifier x the number of Flurry of Blows attacks that hit (minimum 1 damage). This damage is not multiplied on a critical hit, but if either of the Flurry of Blows attacks included an improvised weapon, the damage is increased by 2 for each.

Special Power Shoulder Charge: When you move more than 15 ft towards an enemy you may end your movement by shoulder tackling into them. This causes them to have to roll a dex save against your dc (8+proficiency+Dex or Strength) dealing damage as if it was an unarmed st

Serpent Stance

Constant Power: While grappling an enemy, you can use one of your attack actions to throw them into another enemy within 10ft. Both targets must roll either Athletics or Acrobatics against your Monk Ability DC (8+Prof+Dex or Strength) and are knocked prone on a failure.

Special Ability Tighten Grip: If an opponent fails to break out of your grapple, you deal damage equal to your unarmed strike damage as you tighten your grip.

Additional Special Ability: You may spend 1 ki point during grapple attempts or contests to add your martial die to the result

Keep the momentum going!

When you successfully reduce an enemy to 0 hit points with one of the Stance Specific Special Abilities granted at level 6 (Cross Counter, Shoulder Charge, Tighten Grip), regain 2 ki points.

Cannon Spike

As part of your movement, as long as you’ve moved more than 15ft in a straight line, you may spend 1 ki point to perform a Cannon Spike. Treat this as an unarmed strike that deals double your normal damage (2d8 instead of 1d8 at this level). This damage is doubled as normal on a critical hit (from 2d8 to 4d8). If the attack hits, the enemy must succeed in an Athletics or Acrobatics check vs. your Monk Ability DC (8+Prof+Dex or Strength) and falls prone on a failure. After completing the attack, you fall prone next to your target unless you spend an additional ki point. Starting at level 17, you no longer fall prone after completing this attack.

 

In addition;

Constant Power: Add double your proficiency modifier to Dex-based skill checks performed in combat

Monstrous Strength

As part of your attack action, you can spend 1 ki point and make an opposed Athletics check with your target. On a failure, you pick them up and use them as an improvised weapon, dealing damage as normal. Damage dealt in this way is dealt to both the weapon and the target, and can cleave adjacent enemies within 5ft of your target. (e.g. if you go to attack, spend 1 point, win the check and pick him up to swing at the rest of the enemies, and 3 of them are in a line, you deal damage to all 4 enemies.) You may perform all of your attacks (including possible Flurry of Blows attacks) using the captive enemy, but once the attack action is concluded they are dropped prone in a space within 5ft of you.

 

In addition;

Constant Power: Add double your proficiency modifier to Str-based skill checks performed in combat.

Primary Lotus

While grappling an opponent you can roll another grapple check (athletics or acrobatics for you) against your opponent's attempt to break free, if you fail you may spend an additional ki point to attempt again with no limit. If you succeed, launch the enemy into the air, binding them with your ki materialized and slamming them back into the ground. This slam leaves the enemy prone and forced to make a constitution save to not get stunned until the end of your next turn


Constant Power: Adds double your proficiency modifier to grapple checks and removes the movement penalty from grappling an enemy or standing up from being prone

Cheetah Mastery

Cheetah Stance

Instead of the bonus 5ft you have a bonus 10ft movement speed while in this stance.

You gain a second extra attack while in this stanc

Bear Mastery

Increase the range of the objects you use to 40/80 ft

The bonus damage of the objects you use goes up from 2 to 4

Objects you now break upon impact hitting the main target and at least one enemy beside him. The enemy beside him gets dealt the same damage but has to make a dex save, on a pass it reduces the damage on a fail damage remains the same. (DC for this is 8+Prof+Strength or Dex)

Serpent Mastery

Increase the range you can throw enemies to 15ft

Adding your martial die to your attempts to grapple or continue a grapple is now free

All enemies have disadvantage on attempts to break out of your grapple

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